From 799d79bd2f2c475abd9c489aa8065fbd99b3eb87 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Fri, 24 Sep 2021 13:53:44 +0200 Subject: [PATCH] Fix crash when physics scene with only inactive vehicles --- Source/Engine/Physics/Physics.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/Source/Engine/Physics/Physics.cpp b/Source/Engine/Physics/Physics.cpp index aca6f6242..8818a41e5 100644 --- a/Source/Engine/Physics/Physics.cpp +++ b/Source/Engine/Physics/Physics.cpp @@ -884,8 +884,11 @@ void Physics::CollectResults() } // Update vehicles - PxVehicleSuspensionRaycasts(WheelRaycastBatchQuery, WheelVehiclesCache.Count(), WheelVehiclesCache.Get(), WheelQueryResults.Count(), WheelQueryResults.Get()); - PxVehicleUpdates(LastDeltaTime, PhysicsScene->getGravity(), *WheelTireFrictions, WheelVehiclesCache.Count(), WheelVehiclesCache.Get(), WheelVehiclesResultsPerVehicle.Get()); + if (WheelVehiclesCache.Count() != 0) + { + PxVehicleSuspensionRaycasts(WheelRaycastBatchQuery, WheelVehiclesCache.Count(), WheelVehiclesCache.Get(), WheelQueryResults.Count(), WheelQueryResults.Get()); + PxVehicleUpdates(LastDeltaTime, PhysicsScene->getGravity(), *WheelTireFrictions, WheelVehiclesCache.Count(), WheelVehiclesCache.Get(), WheelVehiclesResultsPerVehicle.Get()); + } // Synchronize state for (int32 i = 0, ii = 0; i < WheelVehicles.Count(); i++)